1979 lines
58 KiB
C++
1979 lines
58 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "player.h"
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#include "vphysics_interface.h"
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#include "physics.h"
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#include "vcollide_parse.h"
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#include "entitylist.h"
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#include "physobj.h"
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#include "hierarchy.h"
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#include "game.h"
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#include "ndebugoverlay.h"
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#include "engine/IEngineSound.h"
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#include "model_types.h"
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#include "props.h"
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#include "physics_saverestore.h"
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#include "saverestore_utlvector.h"
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#include "vphysics/constraints.h"
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#include "collisionutils.h"
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#include "decals.h"
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#include "bone_setup.h"
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#ifdef PORTAL
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#include "portal_base2d_shared.h"
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#include "particle_system.h"
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#endif // PORTAL
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar debug_physimpact("debug_physimpact", "0" );
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const char *GetMassEquivalent(float flMass);
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// This is a physically simulated spring, used to join objects together and create spring forces
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//
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// NOTE: Springs are not physical in the sense that they only create force, they do not collide with
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// anything or have any REAL constraints. They can be stretched infinitely (though this will create
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// and infinite force), they can penetrate any other object (or spring). They do not occupy any space.
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//
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#define SF_SPRING_ONLYSTRETCH 0x0001
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class CPhysicsSpring : public CBaseEntity
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{
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DECLARE_CLASS( CPhysicsSpring, CBaseEntity );
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public:
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CPhysicsSpring();
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~CPhysicsSpring();
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void Spawn( void );
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void Activate( void );
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// Inputs
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void InputSetSpringConstant( inputdata_t &inputdata );
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void InputSetSpringDamping( inputdata_t &inputdata );
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void InputSetSpringLength( inputdata_t &inputdata );
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// Debug
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int DrawDebugTextOverlays(void);
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void DrawDebugGeometryOverlays(void);
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void GetSpringObjectConnections( string_t nameStart, string_t nameEnd, IPhysicsObject **pStart, IPhysicsObject **pEnd );
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void NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms );
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IPhysicsObject *GetStartObject() { return m_pSpring ? m_pSpring->GetStartObject() : NULL; }
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IPhysicsObject *GetEndObject() { return m_pSpring ? m_pSpring->GetEndObject() : NULL; }
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DECLARE_DATADESC();
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private:
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IPhysicsSpring *m_pSpring;
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bool m_isLocal;
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// These are "template" values used to construct the spring. After creation, they are not needed
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float m_tempConstant;
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float m_tempLength; // This is the "ideal" length of the spring, not the length it is currently stretched to.
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float m_tempDamping;
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float m_tempRelativeDamping;
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string_t m_nameAttachStart;
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string_t m_nameAttachEnd;
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Vector m_start;
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Vector m_end;
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unsigned int m_teleportTick;
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};
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LINK_ENTITY_TO_CLASS( phys_spring, CPhysicsSpring );
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BEGIN_DATADESC( CPhysicsSpring )
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DEFINE_PHYSPTR( m_pSpring ),
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DEFINE_KEYFIELD( m_tempConstant, FIELD_FLOAT, "constant" ),
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DEFINE_KEYFIELD( m_tempLength, FIELD_FLOAT, "length" ),
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DEFINE_KEYFIELD( m_tempDamping, FIELD_FLOAT, "damping" ),
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DEFINE_KEYFIELD( m_tempRelativeDamping, FIELD_FLOAT, "relativedamping" ),
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DEFINE_KEYFIELD( m_nameAttachStart, FIELD_STRING, "attach1" ),
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DEFINE_KEYFIELD( m_nameAttachEnd, FIELD_STRING, "attach2" ),
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DEFINE_FIELD( m_start, FIELD_POSITION_VECTOR ),
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DEFINE_KEYFIELD( m_end, FIELD_POSITION_VECTOR, "springaxis" ),
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DEFINE_FIELD( m_isLocal, FIELD_BOOLEAN ),
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// Not necessary to save... it's only there to make sure
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// DEFINE_FIELD( m_teleportTick, FIELD_INTEGER ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpringConstant", InputSetSpringConstant ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpringLength", InputSetSpringLength ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpringDamping", InputSetSpringDamping ),
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END_DATADESC()
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// debug function - slow, uses dynamic_cast<> - use this to query the attached objects
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// physics_debug_entity toggles the constraint system for an object using this
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bool GetSpringAttachments( CBaseEntity *pEntity, CBaseEntity *pAttachOut[2], IPhysicsObject *pAttachVPhysics[2] )
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{
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CPhysicsSpring *pSpringEntity = dynamic_cast<CPhysicsSpring *>(pEntity);
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if ( pSpringEntity )
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{
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IPhysicsObject *pRef = pSpringEntity->GetStartObject();
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pAttachOut[0] = pRef ? static_cast<CBaseEntity *>(pRef->GetGameData()) : NULL;
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pAttachVPhysics[0] = pRef;
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IPhysicsObject *pAttach = pSpringEntity->GetEndObject();
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pAttachOut[1] = pAttach ? static_cast<CBaseEntity *>(pAttach->GetGameData()) : NULL;
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pAttachVPhysics[1] = pAttach;
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return true;
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}
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return false;
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}
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CPhysicsSpring::CPhysicsSpring( void )
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{
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#ifdef _DEBUG
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m_start.Init();
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m_end.Init();
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#endif
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m_pSpring = NULL;
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m_tempConstant = 150;
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m_tempLength = 0;
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m_tempDamping = 2.0;
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m_tempRelativeDamping = 0.01;
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m_isLocal = false;
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m_teleportTick = 0xFFFFFFFF;
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}
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CPhysicsSpring::~CPhysicsSpring( void )
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{
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if ( m_pSpring )
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{
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physenv->DestroySpring( m_pSpring );
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}
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CPhysicsSpring::InputSetSpringConstant( inputdata_t &inputdata )
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{
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m_tempConstant = inputdata.value.Float();
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m_pSpring->SetSpringConstant(inputdata.value.Float());
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CPhysicsSpring::InputSetSpringDamping( inputdata_t &inputdata )
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{
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m_tempDamping = inputdata.value.Float();
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m_pSpring->SetSpringDamping(inputdata.value.Float());
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CPhysicsSpring::InputSetSpringLength( inputdata_t &inputdata )
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{
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m_tempLength = inputdata.value.Float();
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m_pSpring->SetSpringLength(inputdata.value.Float());
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw any debug text overlays
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// Output : Current text offset from the top
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//-----------------------------------------------------------------------------
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int CPhysicsSpring::DrawDebugTextOverlays(void)
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{
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int text_offset = BaseClass::DrawDebugTextOverlays();
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if (m_debugOverlays & OVERLAY_TEXT_BIT)
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{
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char tempstr[512];
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Q_snprintf(tempstr,sizeof(tempstr),"Constant: %3.2f",m_tempConstant);
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EntityText(text_offset,tempstr,0);
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text_offset++;
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Q_snprintf(tempstr,sizeof(tempstr),"Length: %3.2f",m_tempLength);
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EntityText(text_offset,tempstr,0);
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text_offset++;
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Q_snprintf(tempstr,sizeof(tempstr),"Damping: %3.2f",m_tempDamping);
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EntityText(text_offset,tempstr,0);
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text_offset++;
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}
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return text_offset;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override base class to add display of fly direction
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CPhysicsSpring::DrawDebugGeometryOverlays(void)
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{
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if ( !m_pSpring )
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return;
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// ------------------------------
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// Draw if BBOX is on
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// ------------------------------
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if (m_debugOverlays & OVERLAY_BBOX_BIT)
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{
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Vector vStartPos;
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Vector vEndPos;
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m_pSpring->GetEndpoints( &vStartPos, &vEndPos );
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Vector vSpringDir = vEndPos - vStartPos;
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VectorNormalize(vSpringDir);
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Vector vLength = vStartPos + (vSpringDir*m_tempLength);
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NDebugOverlay::Line(vStartPos, vLength, 0,0,255, false, 0);
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NDebugOverlay::Line(vLength, vEndPos, 255,0,0, false, 0);
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}
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BaseClass::DrawDebugGeometryOverlays();
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}
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bool PointIsNearer( IPhysicsObject *pObject1, const Vector &point1, const Vector &point2 )
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{
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Vector center;
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pObject1->GetPosition( ¢er, 0 );
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float dist1 = (center - point1).LengthSqr();
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float dist2 = (center - point2).LengthSqr();
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if ( dist1 < dist2 )
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return true;
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return false;
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}
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void CPhysicsSpring::GetSpringObjectConnections( string_t nameStart, string_t nameEnd, IPhysicsObject **pStart, IPhysicsObject **pEnd )
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{
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IPhysicsObject *pStartObject = FindPhysicsObjectByName( STRING(nameStart), this );
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IPhysicsObject *pEndObject = FindPhysicsObjectByName( STRING(nameEnd), this );
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// Assume the world for missing objects
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if ( !pStartObject )
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{
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pStartObject = g_PhysWorldObject;
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}
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else if ( !pEndObject )
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{
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// try to sort so that the world is always the start object
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pEndObject = pStartObject;
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pStartObject = g_PhysWorldObject;
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}
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else
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{
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CBaseEntity *pEntity0 = (CBaseEntity *) (pStartObject->GetGameData());
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if ( pEntity0 )
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{
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g_pNotify->AddEntity( this, pEntity0 );
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}
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CBaseEntity *pEntity1 = (CBaseEntity *) pEndObject->GetGameData();
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if ( pEntity1 )
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{
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g_pNotify->AddEntity( this, pEntity1 );
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}
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}
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*pStart = pStartObject;
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*pEnd = pEndObject;
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}
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void CPhysicsSpring::Activate( void )
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{
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BaseClass::Activate();
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// UNDONE: save/restore all data, and only create the spring here
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if ( !m_pSpring )
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{
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IPhysicsObject *pStart, *pEnd;
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GetSpringObjectConnections( m_nameAttachStart, m_nameAttachEnd, &pStart, &pEnd );
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// Needs to connect to real, different objects
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if ( (!pStart || !pEnd) || (pStart == pEnd) )
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{
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DevMsg("ERROR: Can't init spring %s from \"%s\" to \"%s\"\n", GetDebugName(), STRING(m_nameAttachStart), STRING(m_nameAttachEnd) );
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UTIL_Remove( this );
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return;
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}
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// if m_end is not closer to pEnd than m_start, swap
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if ( !PointIsNearer( pEnd, m_end, m_start ) )
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{
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Vector tmpVec = m_start;
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m_start = m_end;
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m_end = tmpVec;
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}
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// create the spring
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springparams_t spring;
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spring.constant = m_tempConstant;
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spring.damping = m_tempDamping;
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spring.naturalLength = m_tempLength;
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spring.relativeDamping = m_tempRelativeDamping;
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spring.startPosition = m_start;
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spring.endPosition = m_end;
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spring.useLocalPositions = false;
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spring.onlyStretch = HasSpawnFlags( SF_SPRING_ONLYSTRETCH );
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m_pSpring = physenv->CreateSpring( pStart, pEnd, &spring );
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}
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}
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void CPhysicsSpring::Spawn( void )
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{
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SetSolid( SOLID_NONE );
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m_start = GetAbsOrigin();
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if ( m_tempLength <= 0 )
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{
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m_tempLength = (m_end - m_start).Length();
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}
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}
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void CPhysicsSpring::NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms )
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{
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// don't recurse
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if ( eventType != NOTIFY_EVENT_TELEPORT || (unsigned int)gpGlobals->tickcount == m_teleportTick )
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return;
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m_teleportTick = gpGlobals->tickcount;
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PhysTeleportConstrainedEntity( pNotify, m_pSpring->GetStartObject(), m_pSpring->GetEndObject(), params.pTeleport->prevOrigin, params.pTeleport->prevAngles, params.pTeleport->physicsRotate );
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}
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// ---------------------------------------------------------------------
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//
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// CPhysBox -- physically simulated brush
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//
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// ---------------------------------------------------------------------
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// SendTable stuff.
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IMPLEMENT_SERVERCLASS_ST(CPhysBox, DT_PhysBox)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( func_physbox, CPhysBox );
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BEGIN_DATADESC( CPhysBox )
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DEFINE_FIELD( m_hCarryingPlayer, FIELD_EHANDLE ),
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DEFINE_KEYFIELD( m_massScale, FIELD_FLOAT, "massScale" ),
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DEFINE_KEYFIELD( m_damageType, FIELD_INTEGER, "Damagetype" ),
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DEFINE_KEYFIELD( m_iszOverrideScript, FIELD_STRING, "overridescript" ),
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DEFINE_KEYFIELD( m_damageToEnableMotion, FIELD_INTEGER, "damagetoenablemotion" ),
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DEFINE_KEYFIELD( m_flForceToEnableMotion, FIELD_FLOAT, "forcetoenablemotion" ),
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DEFINE_KEYFIELD( m_angPreferredCarryAngles, FIELD_VECTOR, "preferredcarryangles" ),
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DEFINE_KEYFIELD( m_bNotSolidToWorld, FIELD_BOOLEAN, "notsolid" ),
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DEFINE_KEYFIELD( m_iExploitableByPlayer, FIELD_INTEGER, "ExploitableByPlayer" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Wake", InputWake ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Sleep", InputSleep ),
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DEFINE_INPUTFUNC( FIELD_VOID, "EnableMotion", InputEnableMotion ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableMotion", InputDisableMotion ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ForceDrop", InputForceDrop ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableFloating", InputDisableFloating ),
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DEFINE_INPUTFUNC( FIELD_VOID, "BecomeDebris", InputBecomeDebris ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable),
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// Function pointers
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DEFINE_ENTITYFUNC( BreakTouch ),
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// Outputs
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DEFINE_OUTPUT( m_OnDamaged, "OnDamaged" ),
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DEFINE_OUTPUT( m_OnAwakened, "OnAwakened" ),
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DEFINE_OUTPUT( m_OnMotionEnabled, "OnMotionEnabled" ),
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DEFINE_OUTPUT( m_OnPhysGunPickup, "OnPhysGunPickup" ),
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DEFINE_OUTPUT( m_OnPhysGunPunt, "OnPhysGunPunt" ),
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DEFINE_OUTPUT( m_OnPhysGunOnlyPickup, "OnPhysGunOnlyPickup" ),
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DEFINE_OUTPUT( m_OnPhysGunDrop, "OnPhysGunDrop" ),
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DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse" ),
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END_DATADESC()
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// UNDONE: Save/Restore needs to take the physics object's properties into account
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// UNDONE: Acceleration, velocity, angular velocity, etc. must be preserved
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// UNDONE: Many of these quantities are relative to a coordinate frame
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// UNDONE: Translate when going across transitions?
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// UNDONE: Build transition transformation, and transform data in save/restore for IPhysicsObject
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// UNDONE: Angles are saved in the entity, but not propagated back to the IPhysicsObject on restore
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPhysBox::Spawn( void )
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{
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// Initialize damage modifiers. Must be done before baseclass spawn.
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m_flDmgModBullet = func_breakdmg_bullet.GetFloat();
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m_flDmgModClub = func_breakdmg_club.GetFloat();
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m_flDmgModExplosive = func_breakdmg_explosive.GetFloat();
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m_flDmgModFire = 1.0f;
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ParsePropData();
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Precache();
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m_iMaxHealth = ( m_iHealth > 0 ) ? m_iHealth : 1;
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if ( HasSpawnFlags( SF_BREAK_TRIGGER_ONLY ) )
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{
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m_takedamage = DAMAGE_EVENTS_ONLY;
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AddSpawnFlags( SF_BREAK_DONT_TAKE_PHYSICS_DAMAGE );
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}
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else if ( m_iHealth == 0 )
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{
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m_takedamage = DAMAGE_EVENTS_ONLY;
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AddSpawnFlags( SF_BREAK_DONT_TAKE_PHYSICS_DAMAGE );
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}
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else
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{
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m_takedamage = DAMAGE_YES;
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}
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SetMoveType( MOVETYPE_NONE );
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SetAbsVelocity( vec3_origin );
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SetModel( STRING( GetModelName() ) );
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SetSolid( SOLID_VPHYSICS );
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if ( HasSpawnFlags( SF_PHYSBOX_DEBRIS ) )
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{
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SetCollisionGroup( COLLISION_GROUP_DEBRIS );
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}
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if ( HasSpawnFlags( SF_PHYSBOX_NO_ROTORWASH_PUSH ) )
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{
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AddEFlags( EFL_NO_ROTORWASH_PUSH );
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}
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if ( m_bNotSolidToWorld )
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{
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AddSolidFlags( FSOLID_NOT_SOLID );
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}
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CreateVPhysics();
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m_hCarryingPlayer = NULL;
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SetTouch( &CPhysBox::BreakTouch );
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if ( HasSpawnFlags( SF_BREAK_TRIGGER_ONLY ) ) // Only break on trigger
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{
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SetTouch( NULL );
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}
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if ( m_impactEnergyScale == 0 )
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{
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m_impactEnergyScale = 1.0;
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}
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}
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// shared from studiomdl, checks for long, thin objects and adds some damping
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// to prevent endless rolling due to low inertia
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static bool ShouldDampRotation( const CPhysCollide *pCollide )
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{
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Vector mins, maxs;
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physcollision->CollideGetAABB( &mins, &maxs, pCollide, vec3_origin, vec3_angle );
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Vector size = maxs-mins;
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int largest = 0;
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float largeSize = size[0];
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for ( int i = 1; i < 3; i++ )
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{
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if ( size[i] > largeSize )
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|
{
|
|
largeSize = size[i];
|
|
largest = i;
|
|
}
|
|
}
|
|
size[largest] = 0;
|
|
float len = size.Length();
|
|
if ( len > 0 )
|
|
{
|
|
float sizeRatio = largeSize / len;
|
|
// HACKHACK: Hardcoded size ratio to induce damping
|
|
// This prevents long skinny objects from rolling endlessly
|
|
if ( sizeRatio > 9 )
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
bool CPhysBox::CreateVPhysics()
|
|
{
|
|
solid_t tmpSolid;
|
|
PhysModelParseSolid( tmpSolid, this, GetModelIndex() );
|
|
if ( m_massScale > 0 )
|
|
{
|
|
tmpSolid.params.mass *= m_massScale;
|
|
}
|
|
|
|
vcollide_t *pVCollide = modelinfo->GetVCollide( GetModelIndex() );
|
|
PhysGetMassCenterOverride( this, pVCollide, tmpSolid );
|
|
PhysSolidOverride( tmpSolid, m_iszOverrideScript );
|
|
if ( tmpSolid.params.rotdamping < 1.0f && ShouldDampRotation(pVCollide->solids[0]) )
|
|
{
|
|
tmpSolid.params.rotdamping = 1.0f;
|
|
}
|
|
IPhysicsObject *pPhysics = VPhysicsInitNormal( GetSolid(), GetSolidFlags(), true, &tmpSolid );
|
|
|
|
if ( m_damageType == 1 )
|
|
{
|
|
PhysSetGameFlags( pPhysics, FVPHYSICS_DMG_SLICE );
|
|
}
|
|
|
|
// Wake it up if not asleep
|
|
if ( !HasSpawnFlags(SF_PHYSBOX_ASLEEP) )
|
|
{
|
|
pPhysics->Wake();
|
|
}
|
|
|
|
if ( HasSpawnFlags(SF_PHYSBOX_MOTIONDISABLED) || m_damageToEnableMotion > 0 || m_flForceToEnableMotion > 0 )
|
|
{
|
|
pPhysics->EnableMotion( false );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CPhysBox::ObjectCaps()
|
|
{
|
|
int caps = BaseClass::ObjectCaps() | FCAP_WCEDIT_POSITION;
|
|
if ( HasSpawnFlags( SF_PHYSBOX_ENABLE_PICKUP_OUTPUT ) )
|
|
{
|
|
caps |= FCAP_IMPULSE_USE;
|
|
}
|
|
else if ( !HasSpawnFlags( SF_PHYSBOX_IGNOREUSE ) )
|
|
{
|
|
if ( CBasePlayer::CanPickupObject( this, 35, 128 ) )
|
|
{
|
|
caps |= FCAP_IMPULSE_USE;
|
|
}
|
|
}
|
|
|
|
return caps;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysBox::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( pActivator );
|
|
if ( pPlayer )
|
|
{
|
|
if ( HasSpawnFlags( SF_PHYSBOX_ENABLE_PICKUP_OUTPUT ) )
|
|
{
|
|
m_OnPlayerUse.FireOutput( this, this );
|
|
}
|
|
|
|
if ( !HasSpawnFlags( SF_PHYSBOX_IGNOREUSE ) )
|
|
{
|
|
pPlayer->PickupObject( this );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CPhysBox::CanBePickedUpByPhyscannon()
|
|
{
|
|
if ( HasSpawnFlags( SF_PHYSBOX_NEVER_PICK_UP ) )
|
|
return false;
|
|
|
|
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
|
|
if ( !pPhysicsObject )
|
|
return false;
|
|
|
|
if ( !pPhysicsObject->IsMotionEnabled() && !HasSpawnFlags( SF_PHYSBOX_ENABLE_ON_PHYSCANNON ) )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draw any debug text overlays
|
|
// Output : Current text offset from the top
|
|
//-----------------------------------------------------------------------------
|
|
int CPhysBox::DrawDebugTextOverlays(void)
|
|
{
|
|
int text_offset = BaseClass::DrawDebugTextOverlays();
|
|
|
|
if (m_debugOverlays & OVERLAY_TEXT_BIT)
|
|
{
|
|
if (VPhysicsGetObject())
|
|
{
|
|
char tempstr[512];
|
|
Q_snprintf(tempstr, sizeof(tempstr),"Mass: %.2f kg / %.2f lb (%s)", VPhysicsGetObject()->GetMass(), kg2lbs(VPhysicsGetObject()->GetMass()), GetMassEquivalent(VPhysicsGetObject()->GetMass()));
|
|
EntityText( text_offset, tempstr, 0);
|
|
text_offset++;
|
|
}
|
|
}
|
|
|
|
return text_offset;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Input handler that breaks the physics object away from its parent
|
|
// and starts it simulating.
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysBox::InputWake( inputdata_t &inputdata )
|
|
{
|
|
VPhysicsGetObject()->Wake();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Input handler that breaks the physics object away from its parent
|
|
// and stops it simulating.
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysBox::InputSleep( inputdata_t &inputdata )
|
|
{
|
|
VPhysicsGetObject()->Sleep();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Show and make solid
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysBox::InputEnable( inputdata_t &inputdata )
|
|
{
|
|
RemoveSolidFlags( FSOLID_NOT_SOLID );
|
|
RemoveEffects( EF_NODRAW );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Hide and make not solid
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysBox::InputDisable( inputdata_t &inputdata )
|
|
{
|
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
|
AddEffects( EF_NODRAW );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Enable physics motion and collision response (on by default)
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysBox::InputEnableMotion( inputdata_t &inputdata )
|
|
{
|
|
EnableMotion();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysBox::EnableMotion( void )
|
|
{
|
|
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
|
|
if ( pPhysicsObject != NULL )
|
|
{
|
|
pPhysicsObject->EnableMotion( true );
|
|
pPhysicsObject->Wake();
|
|
}
|
|
|
|
m_damageToEnableMotion = 0;
|
|
m_flForceToEnableMotion = 0;
|
|
|
|
m_OnMotionEnabled.FireOutput( this, this, 0 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Disable any physics motion or collision response
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysBox::InputDisableMotion( inputdata_t &inputdata )
|
|
{
|
|
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
|
|
if ( pPhysicsObject != NULL )
|
|
{
|
|
pPhysicsObject->EnableMotion( false );
|
|
}
|
|
}
|
|
|
|
// Turn off floating simulation (and cost)
|
|
void CPhysBox::InputDisableFloating( inputdata_t &inputdata )
|
|
{
|
|
PhysEnableFloating( VPhysicsGetObject(), false );
|
|
}
|
|
|
|
// Switch our collision to debris
|
|
void CPhysBox::InputBecomeDebris( inputdata_t &inputdata )
|
|
{
|
|
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: If we're being held by the player's hand/physgun, force it to drop us
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysBox::InputForceDrop( inputdata_t &inputdata )
|
|
{
|
|
if ( m_hCarryingPlayer )
|
|
{
|
|
m_hCarryingPlayer->ForceDropOfCarriedPhysObjects();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysBox::Move( const Vector &direction )
|
|
{
|
|
VPhysicsGetObject()->ApplyForceCenter( direction );
|
|
}
|
|
|
|
// Update the visible representation of the physic system's representation of this object
|
|
void CPhysBox::VPhysicsUpdate( IPhysicsObject *pPhysics )
|
|
{
|
|
BaseClass::VPhysicsUpdate( pPhysics );
|
|
|
|
// if this is the first time we have moved, fire our target
|
|
if ( HasSpawnFlags( SF_PHYSBOX_ASLEEP ) )
|
|
{
|
|
if ( !pPhysics->IsAsleep() )
|
|
{
|
|
m_OnAwakened.FireOutput(this, this);
|
|
FireTargets( STRING(m_target), this, this, USE_TOGGLE, 0 );
|
|
RemoveSpawnFlags( SF_PHYSBOX_ASLEEP );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysBox::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
|
|
{
|
|
if ( reason == PUNTED_BY_CANNON )
|
|
{
|
|
m_OnPhysGunPunt.FireOutput( pPhysGunUser, this );
|
|
}
|
|
|
|
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
|
|
if ( pPhysicsObject && !pPhysicsObject->IsMoveable() )
|
|
{
|
|
if ( !HasSpawnFlags( SF_PHYSBOX_ENABLE_ON_PHYSCANNON ) )
|
|
return;
|
|
EnableMotion();
|
|
}
|
|
|
|
m_OnPhysGunPickup.FireOutput( pPhysGunUser, this );
|
|
|
|
// Are we just being punted?
|
|
if ( reason == PUNTED_BY_CANNON )
|
|
return;
|
|
|
|
if( reason == PICKED_UP_BY_CANNON )
|
|
{
|
|
m_OnPhysGunOnlyPickup.FireOutput( pPhysGunUser, this );
|
|
}
|
|
|
|
m_hCarryingPlayer = pPhysGunUser;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysBox::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason )
|
|
{
|
|
BaseClass::OnPhysGunDrop( pPhysGunUser, Reason );
|
|
|
|
m_hCarryingPlayer = NULL;
|
|
m_OnPhysGunDrop.FireOutput( pPhysGunUser, this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysBox::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
|
|
{
|
|
BaseClass::VPhysicsCollision( index, pEvent );
|
|
|
|
IPhysicsObject *pPhysObj = pEvent->pObjects[!index];
|
|
|
|
// If we have a force to enable motion, and we're still disabled, check to see if this should enable us
|
|
if ( m_flForceToEnableMotion )
|
|
{
|
|
CBaseEntity *pOther = static_cast<CBaseEntity *>(pPhysObj->GetGameData());
|
|
|
|
// Don't allow the player to bump an object active if we've requested not to
|
|
if ( ( pOther && pOther->IsPlayer() && HasSpawnFlags( SF_PHYSBOX_PREVENT_PLAYER_TOUCH_ENABLE ) ) == false )
|
|
{
|
|
// Large enough to enable motion?
|
|
float flForce = pEvent->collisionSpeed * pEvent->pObjects[!index]->GetMass();
|
|
if ( flForce >= m_flForceToEnableMotion )
|
|
{
|
|
EnableMotion();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CPhysBox::OnTakeDamage( const CTakeDamageInfo &info )
|
|
{
|
|
if ( IsMarkedForDeletion() )
|
|
return 0;
|
|
|
|
// note: if motion is disabled, OnTakeDamage can't apply physics force
|
|
int ret = BaseClass::OnTakeDamage( info );
|
|
|
|
if ( info.GetInflictor() )
|
|
{
|
|
m_OnDamaged.FireOutput( info.GetAttacker(), this );
|
|
}
|
|
|
|
// Have we been broken? If so, abort
|
|
if ( GetHealth() <= 0 )
|
|
return ret;
|
|
|
|
// If we have a force to enable motion, and we're still disabled, check to see if this should enable us
|
|
if ( m_flForceToEnableMotion )
|
|
{
|
|
// Large enough to enable motion?
|
|
float flForce = info.GetDamageForce().Length();
|
|
if ( flForce >= m_flForceToEnableMotion )
|
|
{
|
|
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
|
|
if ( pPhysicsObject )
|
|
{
|
|
EnableMotion();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check our health against the threshold:
|
|
if( m_damageToEnableMotion > 0 && GetHealth() < m_damageToEnableMotion )
|
|
{
|
|
EnableMotion();
|
|
VPhysicsTakeDamage( info );
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true if this physbox has preferred carry angles
|
|
//-----------------------------------------------------------------------------
|
|
bool CPhysBox::HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer )
|
|
{
|
|
return HasSpawnFlags( SF_PHYSBOX_USEPREFERRED );
|
|
}
|
|
|
|
|
|
// ---------------------------------------------------------------------
|
|
//
|
|
// CPhysExplosion -- physically simulated explosion
|
|
//
|
|
// ---------------------------------------------------------------------
|
|
|
|
LINK_ENTITY_TO_CLASS( env_physexplosion, CPhysExplosion );
|
|
|
|
BEGIN_DATADESC( CPhysExplosion )
|
|
|
|
DEFINE_KEYFIELD( m_damage, FIELD_FLOAT, "magnitude" ),
|
|
DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "radius" ),
|
|
DEFINE_KEYFIELD( m_targetEntityName, FIELD_STRING, "targetentityname" ),
|
|
DEFINE_KEYFIELD( m_flInnerRadius, FIELD_FLOAT, "inner_radius" ),
|
|
|
|
// Inputs
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "ExplodeAndRemove", InputExplodeAndRemove ),
|
|
|
|
// Outputs
|
|
DEFINE_OUTPUT( m_OnPushedPlayer, "OnPushedPlayer" ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
void CPhysExplosion::Spawn( void )
|
|
{
|
|
SetMoveType( MOVETYPE_NONE );
|
|
SetSolid( SOLID_NONE );
|
|
SetModelName( NULL_STRING );
|
|
}
|
|
|
|
float CPhysExplosion::GetRadius( void )
|
|
{
|
|
float radius = m_radius;
|
|
if ( radius <= 0 )
|
|
{
|
|
// Use the same radius as combat
|
|
radius = m_damage * 2.5;
|
|
}
|
|
|
|
return radius;
|
|
}
|
|
|
|
CBaseEntity *CPhysExplosion::FindEntity( CBaseEntity *pEntity, CBaseEntity *pActivator, CBaseEntity *pCaller )
|
|
{
|
|
// Filter by name or classname
|
|
if ( m_targetEntityName != NULL_STRING )
|
|
{
|
|
// Try an explicit name first
|
|
CBaseEntity *pTarget = gEntList.FindEntityByName( pEntity, m_targetEntityName, NULL, pActivator, pCaller );
|
|
if ( pTarget != NULL )
|
|
return pTarget;
|
|
|
|
// Failing that, try a classname
|
|
return gEntList.FindEntityByClassnameWithin( pEntity, STRING(m_targetEntityName), GetAbsOrigin(), GetRadius() );
|
|
}
|
|
|
|
// Just find anything in the radius
|
|
return gEntList.FindEntityInSphere( pEntity, GetAbsOrigin(), GetRadius() );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysExplosion::InputExplode( inputdata_t &inputdata )
|
|
{
|
|
Explode( inputdata.pActivator, inputdata.pCaller );
|
|
}
|
|
|
|
void CPhysExplosion::InputExplodeAndRemove( inputdata_t &inputdata )
|
|
{
|
|
ExplodeAndRemove( inputdata.pActivator, inputdata.pCaller );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysExplosion::Explode( CBaseEntity *pActivator, CBaseEntity *pCaller )
|
|
{
|
|
CBaseEntity *pEntity = NULL;
|
|
float adjustedDamage, falloff, flDist;
|
|
Vector vecSpot, vecOrigin;
|
|
|
|
falloff = 1.0 / 2.5;
|
|
|
|
// iterate on all entities in the vicinity.
|
|
// I've removed the traceline heuristic from phys explosions. SO right now they will
|
|
// affect entities through walls. (sjb)
|
|
// UNDONE: Try tracing world-only?
|
|
while ((pEntity = FindEntity( pEntity, pActivator, pCaller )) != NULL)
|
|
{
|
|
// UNDONE: Ask the object if it should get force if it's not MOVETYPE_VPHYSICS?
|
|
if ( pEntity->m_takedamage != DAMAGE_NO && (pEntity->GetMoveType() == MOVETYPE_VPHYSICS || (pEntity->VPhysicsGetObject() /*&& !pEntity->IsPlayer()*/)) )
|
|
{
|
|
vecOrigin = GetAbsOrigin();
|
|
|
|
vecSpot = pEntity->BodyTarget( vecOrigin );
|
|
// Squash this down to a circle
|
|
if ( HasSpawnFlags( SF_PHYSEXPLOSION_RADIAL ) )
|
|
{
|
|
vecOrigin[2] = vecSpot[2];
|
|
}
|
|
|
|
// decrease damage for an ent that's farther from the bomb.
|
|
flDist = ( vecOrigin - vecSpot ).Length();
|
|
|
|
if( m_radius == 0 || flDist <= m_radius )
|
|
{
|
|
if ( HasSpawnFlags( SF_PHYSEXPLOSION_TEST_LOS ) )
|
|
{
|
|
Vector vecStartPos = GetAbsOrigin();
|
|
Vector vecEndPos = pEntity->BodyTarget( vecStartPos, false );
|
|
|
|
if ( m_flInnerRadius != 0.0f )
|
|
{
|
|
// Find a point on our inner radius sphere to begin from
|
|
Vector vecDirToTarget = ( vecEndPos - vecStartPos );
|
|
VectorNormalize( vecDirToTarget );
|
|
vecStartPos = GetAbsOrigin() + ( vecDirToTarget * m_flInnerRadius );
|
|
}
|
|
|
|
trace_t tr;
|
|
UTIL_TraceLine( vecStartPos,
|
|
pEntity->BodyTarget( vecStartPos, false ),
|
|
MASK_SOLID_BRUSHONLY,
|
|
this,
|
|
COLLISION_GROUP_NONE,
|
|
&tr );
|
|
|
|
// Shielded
|
|
if ( tr.fraction < 1.0f && tr.m_pEnt != pEntity )
|
|
continue;
|
|
}
|
|
|
|
adjustedDamage = flDist * falloff;
|
|
adjustedDamage = m_damage - adjustedDamage;
|
|
|
|
if ( adjustedDamage < 1 )
|
|
{
|
|
adjustedDamage = 1;
|
|
}
|
|
|
|
CTakeDamageInfo info( this, this, adjustedDamage, DMG_BLAST );
|
|
CalculateExplosiveDamageForce( &info, (vecSpot - vecOrigin), vecOrigin );
|
|
|
|
if ( HasSpawnFlags( SF_PHYSEXPLOSION_PUSH_PLAYER ) )
|
|
{
|
|
if ( pEntity->IsPlayer() )
|
|
{
|
|
Vector vecPushDir = ( pEntity->BodyTarget( GetAbsOrigin(), false ) - GetAbsOrigin() );
|
|
float dist = VectorNormalize( vecPushDir );
|
|
|
|
float flFalloff = RemapValClamped( dist, m_radius, m_radius*0.75f, 0.0f, 1.0f );
|
|
|
|
if ( HasSpawnFlags( SF_PHYSEXPLOSION_DISORIENT_PLAYER ) )
|
|
{
|
|
//Disorient the player
|
|
QAngle vecDeltaAngles;
|
|
|
|
vecDeltaAngles.x = random->RandomInt( -30, 30 );
|
|
vecDeltaAngles.y = random->RandomInt( -30, 30 );
|
|
vecDeltaAngles.z = 0.0f;
|
|
|
|
CBasePlayer *pPlayer = ToBasePlayer( pEntity );
|
|
pPlayer->SnapEyeAngles( GetLocalAngles() + vecDeltaAngles );
|
|
pEntity->ViewPunch( vecDeltaAngles );
|
|
}
|
|
|
|
Vector vecPush = (vecPushDir*m_damage*flFalloff*2.0f);
|
|
if ( pEntity->GetFlags() & FL_BASEVELOCITY )
|
|
{
|
|
vecPush = vecPush + pEntity->GetBaseVelocity();
|
|
}
|
|
if ( vecPush.z > 0 && (pEntity->GetFlags() & FL_ONGROUND) )
|
|
{
|
|
pEntity->SetGroundEntity( NULL );
|
|
Vector origin = pEntity->GetAbsOrigin();
|
|
origin.z += 1.0f;
|
|
pEntity->SetAbsOrigin( origin );
|
|
}
|
|
|
|
pEntity->SetBaseVelocity( vecPush );
|
|
pEntity->AddFlag( FL_BASEVELOCITY );
|
|
|
|
// Fire an output that the player has been pushed
|
|
m_OnPushedPlayer.FireOutput( this, this );
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if ( HasSpawnFlags( SF_PHYSEXPLOSION_NODAMAGE ) )
|
|
{
|
|
pEntity->VPhysicsTakeDamage( info );
|
|
}
|
|
else
|
|
{
|
|
pEntity->TakeDamage( info );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CPhysExplosion::ExplodeAndRemove( CBaseEntity *pActivator, CBaseEntity *pCaller )
|
|
{
|
|
Explode( pActivator, pCaller );
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draw any debug text overlays
|
|
// Output : Current text offset from the top
|
|
//-----------------------------------------------------------------------------
|
|
int CPhysExplosion::DrawDebugTextOverlays( void )
|
|
{
|
|
int text_offset = BaseClass::DrawDebugTextOverlays();
|
|
|
|
if (m_debugOverlays & OVERLAY_TEXT_BIT)
|
|
{
|
|
char tempstr[512];
|
|
|
|
// print magnitude
|
|
Q_snprintf(tempstr,sizeof(tempstr)," magnitude: %f", m_damage);
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
|
|
// print target entity
|
|
Q_snprintf(tempstr,sizeof(tempstr)," limit to: %s", STRING( m_targetEntityName ) );
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
}
|
|
return text_offset;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Create a CPhysExplosion entity on the fly and call the explode method.
|
|
//-----------------------------------------------------------------------------
|
|
void CreatePhysExplosion( Vector origin, float magnitude, float radius, string_t target, float innerRadius, int flags )
|
|
{
|
|
CPhysExplosion *pExplosion = (CPhysExplosion*)CBaseEntity::Create( "env_physexplosion", origin, vec3_angle, NULL );
|
|
|
|
pExplosion->m_damage = magnitude;
|
|
pExplosion->m_radius = radius;
|
|
pExplosion->m_flInnerRadius = innerRadius;
|
|
pExplosion->m_targetEntityName = target;
|
|
pExplosion->AddSpawnFlags( flags );
|
|
|
|
variant_t emptyVariant;
|
|
pExplosion->Spawn();
|
|
pExplosion->AcceptInput( "ExplodeAndRemove", NULL, NULL, emptyVariant, 0 );
|
|
}
|
|
|
|
|
|
|
|
//==================================================
|
|
// CPhysImpact
|
|
//==================================================
|
|
|
|
#define bitsPHYSIMPACT_NOFALLOFF 0x00000001
|
|
#define bitsPHYSIMPACT_INFINITE_LENGTH 0x00000002
|
|
#define bitsPHYSIMPACT_IGNORE_MASS 0x00000004
|
|
#define bitsPHYSIMPACT_IGNORE_NORMAL 0x00000008
|
|
|
|
#define DEFAULT_EXPLODE_DISTANCE 256
|
|
LINK_ENTITY_TO_CLASS( env_physimpact, CPhysImpact );
|
|
|
|
BEGIN_DATADESC( CPhysImpact )
|
|
|
|
DEFINE_KEYFIELD( m_damage, FIELD_FLOAT, "magnitude" ),
|
|
DEFINE_KEYFIELD( m_distance, FIELD_FLOAT, "distance" ),
|
|
DEFINE_KEYFIELD( m_directionEntityName,FIELD_STRING, "directionentityname" ),
|
|
|
|
// Function pointers
|
|
DEFINE_FUNCTION( PointAtEntity ),
|
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Impact", InputImpact ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysImpact::Activate( void )
|
|
{
|
|
BaseClass::Activate();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysImpact::Spawn( void )
|
|
{
|
|
SetMoveType( MOVETYPE_NONE );
|
|
SetSolid( SOLID_NONE );
|
|
SetModelName( NULL_STRING );
|
|
|
|
//If not targetted, and no distance is set, give it a default value
|
|
if ( m_distance == 0 )
|
|
{
|
|
m_distance = DEFAULT_EXPLODE_DISTANCE;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysImpact::PointAtEntity( void )
|
|
{
|
|
//If we're not targetted at anything, don't bother
|
|
if ( m_directionEntityName == NULL_STRING )
|
|
return;
|
|
|
|
UTIL_PointAtNamedEntity( this, m_directionEntityName );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pActivator -
|
|
// *pCaller -
|
|
// useType -
|
|
// value -
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysImpact::InputImpact( inputdata_t &inputdata )
|
|
{
|
|
Vector dir;
|
|
trace_t trace;
|
|
|
|
//If we have a direction target, setup to point at it
|
|
if ( m_directionEntityName != NULL_STRING )
|
|
{
|
|
PointAtEntity();
|
|
}
|
|
|
|
AngleVectors( GetAbsAngles(), &dir );
|
|
|
|
//Setup our trace information
|
|
float dist = HasSpawnFlags( bitsPHYSIMPACT_INFINITE_LENGTH ) ? MAX_TRACE_LENGTH : m_distance;
|
|
Vector start = GetAbsOrigin();
|
|
Vector end = start + ( dir * dist );
|
|
|
|
//Trace out
|
|
UTIL_TraceLine( start, end, MASK_SHOT, this, 0, &trace );
|
|
|
|
if( debug_physimpact.GetBool() )
|
|
{
|
|
NDebugOverlay::Cross3D( start, 24, 255, 255, 255, false, 30 );
|
|
NDebugOverlay::Line( trace.startpos, trace.endpos, 0, 255, 0, false, 30 );
|
|
}
|
|
|
|
if ( trace.fraction != 1.0 )
|
|
{
|
|
// if inside the object, just go opposite the direction
|
|
if ( trace.startsolid )
|
|
{
|
|
trace.plane.normal = -dir;
|
|
}
|
|
CBaseEntity *pEnt = trace.m_pEnt;
|
|
|
|
IPhysicsObject *pPhysics = pEnt->VPhysicsGetObject();
|
|
//If the entity is valid, hit it
|
|
if ( ( pEnt != NULL ) && ( pPhysics != NULL ) )
|
|
{
|
|
CTakeDamageInfo info;
|
|
info.SetAttacker( this);
|
|
info.SetInflictor( this );
|
|
info.SetDamage( 0 );
|
|
info.SetDamageForce( vec3_origin );
|
|
info.SetDamageType( DMG_GENERIC );
|
|
|
|
pEnt->DispatchTraceAttack( info, dir, &trace );
|
|
ApplyMultiDamage();
|
|
|
|
//Damage falls off unless specified or the ray's length is infinite
|
|
float damage = HasSpawnFlags( bitsPHYSIMPACT_NOFALLOFF | bitsPHYSIMPACT_INFINITE_LENGTH ) ?
|
|
m_damage : (m_damage * (1.0f-trace.fraction));
|
|
|
|
if ( HasSpawnFlags( bitsPHYSIMPACT_IGNORE_MASS ) )
|
|
{
|
|
damage *= pPhysics->GetMass();
|
|
}
|
|
|
|
if( debug_physimpact.GetBool() )
|
|
{
|
|
NDebugOverlay::Line( trace.endpos, trace.endpos + trace.plane.normal * -128, 255, 0, 0, false, 30 );
|
|
}
|
|
|
|
// Legacy entities applied the force along the impact normal, which yielded unpredictable results.
|
|
if ( !HasSpawnFlags( bitsPHYSIMPACT_IGNORE_NORMAL ) )
|
|
{
|
|
dir = -trace.plane.normal;
|
|
}
|
|
|
|
pPhysics->ApplyForceOffset( damage * dir * phys_pushscale.GetFloat(), trace.endpos );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
class CSimplePhysicsBrush : public CBaseEntity
|
|
{
|
|
DECLARE_CLASS( CSimplePhysicsBrush, CBaseEntity );
|
|
public:
|
|
void Spawn()
|
|
{
|
|
SetModel( STRING( GetModelName() ) );
|
|
SetMoveType( MOVETYPE_VPHYSICS );
|
|
SetSolid( SOLID_VPHYSICS );
|
|
m_takedamage = DAMAGE_EVENTS_ONLY;
|
|
}
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( simple_physics_brush, CSimplePhysicsBrush );
|
|
|
|
class CSimplePhysicsProp : public CBaseProp
|
|
{
|
|
DECLARE_CLASS( CSimplePhysicsProp, CBaseProp );
|
|
|
|
public:
|
|
void Spawn()
|
|
{
|
|
BaseClass::Spawn();
|
|
SetMoveType( MOVETYPE_VPHYSICS );
|
|
SetSolid( SOLID_VPHYSICS );
|
|
m_takedamage = DAMAGE_EVENTS_ONLY;
|
|
}
|
|
|
|
int ObjectCaps()
|
|
{
|
|
int caps = BaseClass::ObjectCaps() | FCAP_WCEDIT_POSITION;
|
|
|
|
if ( CBasePlayer::CanPickupObject( this, 35, 128 ) )
|
|
{
|
|
caps |= FCAP_IMPULSE_USE;
|
|
}
|
|
|
|
return caps;
|
|
}
|
|
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( pActivator );
|
|
if ( pPlayer )
|
|
{
|
|
pPlayer->PickupObject( this );
|
|
}
|
|
}
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( simple_physics_prop, CSimplePhysicsProp );
|
|
|
|
// UNDONE: Is this worth it?, just recreate the object instead? (that happens when this returns false anyway)
|
|
// recreating works, but is more expensive and won't inherit properties (velocity, constraints, etc)
|
|
bool TransferPhysicsObject( CBaseEntity *pFrom, CBaseEntity *pTo, bool wakeUp )
|
|
{
|
|
IPhysicsObject *pVPhysics = pFrom->VPhysicsGetObject();
|
|
if ( !pVPhysics || pVPhysics->IsStatic() )
|
|
return false;
|
|
|
|
// clear out the pointer so it won't get deleted
|
|
pFrom->VPhysicsSwapObject( NULL );
|
|
// remove any AI behavior bound to it
|
|
pVPhysics->RemoveShadowController();
|
|
// transfer to the new owner
|
|
pTo->VPhysicsSetObject( pVPhysics );
|
|
pVPhysics->SetGameData( (void *)pTo );
|
|
pTo->VPhysicsUpdate( pVPhysics );
|
|
|
|
// may have been temporarily disabled by the old object
|
|
pVPhysics->EnableMotion( true );
|
|
pVPhysics->EnableGravity( true );
|
|
|
|
// Update for the new entity solid type
|
|
pVPhysics->RecheckCollisionFilter();
|
|
if ( wakeUp )
|
|
{
|
|
pVPhysics->Wake();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// UNDONE: Move/rename this function
|
|
static CBaseEntity *CreateSimplePhysicsObject( CBaseEntity *pEntity, bool createAsleep, bool createAsDebris )
|
|
{
|
|
CBaseEntity *pPhysEntity = NULL;
|
|
int modelindex = pEntity->GetModelIndex();
|
|
const model_t *model = modelinfo->GetModel( modelindex );
|
|
if ( model && modelinfo->GetModelType(model) == mod_brush )
|
|
{
|
|
pPhysEntity = CreateEntityByName( "simple_physics_brush" );
|
|
}
|
|
else
|
|
{
|
|
pPhysEntity = CreateEntityByName( "simple_physics_prop" );
|
|
}
|
|
|
|
pPhysEntity->KeyValue( "model", STRING(pEntity->GetModelName()) );
|
|
pPhysEntity->SetAbsOrigin( pEntity->GetAbsOrigin() );
|
|
pPhysEntity->SetAbsAngles( pEntity->GetAbsAngles() );
|
|
pPhysEntity->Spawn();
|
|
if ( !TransferPhysicsObject( pEntity, pPhysEntity, !createAsleep ) )
|
|
{
|
|
pPhysEntity->VPhysicsInitNormal( SOLID_VPHYSICS, 0, createAsleep );
|
|
if ( createAsDebris )
|
|
pPhysEntity->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
|
}
|
|
return pPhysEntity;
|
|
}
|
|
|
|
#define SF_CONVERT_ASLEEP 0x0001
|
|
#define SF_CONVERT_AS_DEBRIS 0x0002
|
|
|
|
class CPhysConvert : public CLogicalEntity
|
|
{
|
|
DECLARE_CLASS( CPhysConvert, CLogicalEntity );
|
|
|
|
public:
|
|
CPhysConvert( void ) : m_flMassOverride( 0.0f ) {};
|
|
COutputEvent m_OnConvert;
|
|
|
|
// Input handlers
|
|
void InputConvertTarget( inputdata_t &inputdata );
|
|
|
|
DECLARE_DATADESC();
|
|
|
|
private:
|
|
string_t m_swapModel;
|
|
float m_flMassOverride;
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( phys_convert, CPhysConvert );
|
|
|
|
BEGIN_DATADESC( CPhysConvert )
|
|
|
|
DEFINE_KEYFIELD( m_swapModel, FIELD_STRING, "swapmodel" ),
|
|
DEFINE_KEYFIELD( m_flMassOverride, FIELD_FLOAT, "massoverride" ),
|
|
|
|
// Inputs
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "ConvertTarget", InputConvertTarget ),
|
|
|
|
// Outputs
|
|
DEFINE_OUTPUT( m_OnConvert, "OnConvert"),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Input handler that converts our target to a physics object.
|
|
//-----------------------------------------------------------------------------
|
|
void CPhysConvert::InputConvertTarget( inputdata_t &inputdata )
|
|
{
|
|
bool createAsleep = HasSpawnFlags(SF_CONVERT_ASLEEP);
|
|
bool createAsDebris = HasSpawnFlags(SF_CONVERT_AS_DEBRIS);
|
|
// Fire output
|
|
m_OnConvert.FireOutput( inputdata.pActivator, this );
|
|
|
|
CBaseEntity *entlist[512];
|
|
CBaseEntity *pSwap = gEntList.FindEntityByName( NULL, m_swapModel, NULL, inputdata.pActivator, inputdata.pCaller );
|
|
CBaseEntity *pEntity = NULL;
|
|
|
|
int count = 0;
|
|
while ( (pEntity = gEntList.FindEntityByName( pEntity, m_target, NULL, inputdata.pActivator, inputdata.pCaller )) != NULL )
|
|
{
|
|
entlist[count++] = pEntity;
|
|
if ( count >= ARRAYSIZE(entlist) )
|
|
break;
|
|
}
|
|
|
|
// if we're swapping to model out, don't loop over more than one object
|
|
// multiple objects with the same brush model will render, but the dynamic lights
|
|
// and decals will be shared between the two instances...
|
|
if ( pSwap && count > 0 )
|
|
{
|
|
count = 1;
|
|
}
|
|
|
|
for ( int i = 0; i < count; i++ )
|
|
{
|
|
pEntity = entlist[i];
|
|
|
|
// don't convert something that is already physics based
|
|
if ( pEntity->GetMoveType() == MOVETYPE_VPHYSICS )
|
|
{
|
|
Msg( "ERROR phys_convert %s ! Already MOVETYPE_VPHYSICS\n", STRING(pEntity->m_iClassname) );
|
|
continue;
|
|
}
|
|
|
|
UnlinkFromParent( pEntity );
|
|
|
|
if ( pSwap )
|
|
{
|
|
// we can't reuse this physics object, so kill it
|
|
pEntity->VPhysicsDestroyObject();
|
|
pEntity->SetModel( STRING(pSwap->GetModelName()) );
|
|
}
|
|
|
|
// created phys object, now move hierarchy over
|
|
CBaseEntity *pPhys = CreateSimplePhysicsObject( pEntity, createAsleep, createAsDebris );
|
|
if ( pPhys )
|
|
{
|
|
// Override the mass if specified
|
|
if ( m_flMassOverride > 0 )
|
|
{
|
|
IPhysicsObject *pPhysObj = pPhys->VPhysicsGetObject();
|
|
if ( pPhysObj )
|
|
{
|
|
pPhysObj->SetMass( m_flMassOverride );
|
|
}
|
|
}
|
|
|
|
pPhys->SetName( pEntity->GetEntityName() );
|
|
UTIL_TransferPoseParameters( pEntity, pPhys );
|
|
TransferChildren( pEntity, pPhys );
|
|
pEntity->AddSolidFlags( FSOLID_NOT_SOLID );
|
|
pEntity->AddEffects( EF_NODRAW );
|
|
UTIL_Remove( pEntity );
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================================================
|
|
// PHYS MAGNET
|
|
//============================================================================================================
|
|
#define SF_MAGNET_ASLEEP 0x0001
|
|
#define SF_MAGNET_MOTIONDISABLED 0x0002
|
|
#define SF_MAGNET_SUCK 0x0004
|
|
#define SF_MAGNET_ALLOWROTATION 0x0008
|
|
#define SF_MAGNET_COAST_HACK 0x0010
|
|
|
|
LINK_ENTITY_TO_CLASS( phys_magnet, CPhysMagnet );
|
|
|
|
// BUGBUG: This won't work! Right now you can't save physics pointers inside an embedded type!
|
|
BEGIN_SIMPLE_DATADESC( magnetted_objects_t )
|
|
|
|
DEFINE_PHYSPTR( pConstraint ),
|
|
DEFINE_FIELD( hEntity, FIELD_EHANDLE ),
|
|
|
|
END_DATADESC()
|
|
|
|
BEGIN_DATADESC( CPhysMagnet )
|
|
// Outputs
|
|
DEFINE_OUTPUT( m_OnMagnetAttach, "OnAttach" ),
|
|
DEFINE_OUTPUT( m_OnMagnetDetach, "OnDetach" ),
|
|
|
|
// Keys
|
|
DEFINE_KEYFIELD( m_massScale, FIELD_FLOAT, "massScale" ),
|
|
DEFINE_KEYFIELD( m_iszOverrideScript, FIELD_STRING, "overridescript" ),
|
|
DEFINE_KEYFIELD( m_iMaxObjectsAttached, FIELD_INTEGER, "maxobjects" ),
|
|
DEFINE_KEYFIELD( m_forceLimit, FIELD_FLOAT, "forcelimit" ),
|
|
DEFINE_KEYFIELD( m_torqueLimit, FIELD_FLOAT, "torquelimit" ),
|
|
|
|
DEFINE_UTLVECTOR( m_MagnettedEntities, FIELD_EMBEDDED ),
|
|
DEFINE_PHYSPTR( m_pConstraintGroup ),
|
|
|
|
DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bHasHitSomething, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_flTotalMass, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_flRadius, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_flNextSuckTime, FIELD_FLOAT ),
|
|
|
|
// Inputs
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
|
|
|
|
END_DATADESC()
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: SendProxy that converts the magnet's attached object UtlVector to entindexes
|
|
//-----------------------------------------------------------------------------
|
|
void SendProxy_MagnetAttachedObjectList( const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
|
|
{
|
|
CPhysMagnet *pMagnet = (CPhysMagnet*)pData;
|
|
|
|
// If this assertion fails, then SendProxyArrayLength_MagnetAttachedArray must have failed.
|
|
Assert( iElement < pMagnet->GetNumAttachedObjects() );
|
|
|
|
pOut->m_Int = pMagnet->GetAttachedObject(iElement)->entindex();
|
|
}
|
|
|
|
|
|
int SendProxyArrayLength_MagnetAttachedArray( const void *pStruct, int objectID )
|
|
{
|
|
CPhysMagnet *pMagnet = (CPhysMagnet*)pStruct;
|
|
return pMagnet->GetNumAttachedObjects();
|
|
}
|
|
|
|
IMPLEMENT_SERVERCLASS_ST( CPhysMagnet, DT_PhysMagnet )
|
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// ROBIN: Disabled because we don't need it anymore
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/*
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SendPropArray2(
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SendProxyArrayLength_MagnetAttachedArray,
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SendPropInt("magnetattached_array_element", 0, 4, 10, SPROP_UNSIGNED, SendProxy_MagnetAttachedObjectList),
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128,
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0,
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"magnetattached_array"
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)
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*/
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPhysMagnet::CPhysMagnet( void )
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{
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m_forceLimit = 0;
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m_torqueLimit = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPhysMagnet::~CPhysMagnet( void )
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{
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DetachAll();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPhysMagnet::Spawn( void )
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{
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Precache();
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SetMoveType( MOVETYPE_NONE );
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SetSolid( SOLID_VPHYSICS );
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SetModel( STRING( GetModelName() ) );
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m_takedamage = DAMAGE_EVENTS_ONLY;
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solid_t tmpSolid;
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PhysModelParseSolid( tmpSolid, this, GetModelIndex() );
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if ( m_massScale > 0 )
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{
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tmpSolid.params.mass *= m_massScale;
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}
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PhysSolidOverride( tmpSolid, m_iszOverrideScript );
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VPhysicsInitNormal( GetSolid(), GetSolidFlags(), true, &tmpSolid );
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// Wake it up if not asleep
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if ( !HasSpawnFlags(SF_MAGNET_ASLEEP) )
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{
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VPhysicsGetObject()->Wake();
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}
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if ( HasSpawnFlags(SF_MAGNET_MOTIONDISABLED) )
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{
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VPhysicsGetObject()->EnableMotion( false );
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}
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m_bActive = true;
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m_pConstraintGroup = NULL;
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m_flTotalMass = 0;
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m_flNextSuckTime = 0;
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPhysMagnet::Precache( void )
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{
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PrecacheModel( STRING( GetModelName() ) );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPhysMagnet::Touch( CBaseEntity *pOther )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPhysMagnet::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
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{
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int otherIndex = !index;
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CBaseEntity *pOther = pEvent->pEntities[otherIndex];
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// Ignore triggers
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if ( pOther->IsSolidFlagSet( FSOLID_NOT_SOLID ) )
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return;
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m_bHasHitSomething = true;
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DoMagnetSuck( pEvent->pEntities[!index] );
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// Don't pickup if we're not active
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if ( !m_bActive )
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return;
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// Hit our maximum?
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if ( m_iMaxObjectsAttached && m_iMaxObjectsAttached <= GetNumAttachedObjects() )
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return;
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// This is a hack to solve players (Erik) stacking stuff on their jeeps in coast_01
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// and being screwed when the crane can't pick them up. We need to get rid of the object.
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if ( HasSpawnFlags( SF_MAGNET_COAST_HACK ) )
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{
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// If the other isn't the jeep, we need to get rid of it
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if ( !FClassnameIs( pOther, "prop_vehicle_jeep" ) )
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{
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// If it takes damage, destroy it
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if ( pOther->m_takedamage != DAMAGE_NO && pOther->m_takedamage != DAMAGE_EVENTS_ONLY )
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{
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CTakeDamageInfo info( this, this, pOther->GetHealth(), DMG_GENERIC | DMG_PREVENT_PHYSICS_FORCE );
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pOther->TakeDamage( info );
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}
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else if ( pEvent->pObjects[ otherIndex ]->IsMoveable() )
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{
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// Otherwise, we're screwed, so just remove it
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UTIL_Remove( pOther );
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}
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else
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{
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Warning( "CPhysMagnet %s:%d blocking magnet\n",
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pOther->GetClassname(), pOther->entindex() );
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}
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return;
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}
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}
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// Make sure it's made of metal
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const surfacedata_t *phit = physprops->GetSurfaceData( pEvent->surfaceProps[otherIndex] );
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char cTexType = phit->game.material;
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if ( cTexType != CHAR_TEX_METAL && cTexType != CHAR_TEX_COMPUTER )
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{
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// If we don't have a model, we're done. The texture we hit wasn't metal.
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if ( !pOther->GetBaseAnimating() )
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return;
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// If we have a model that wants to be metal, even though we hit a non-metal texture, we'll stick to it
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if ( !StringHasPrefixCaseSensitive( Studio_GetDefaultSurfaceProps( pOther->GetBaseAnimating()->GetModelPtr() ), "metal" ) )
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return;
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}
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IPhysicsObject *pPhysics = pOther->VPhysicsGetObject();
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if ( pPhysics && pOther->GetMoveType() == MOVETYPE_VPHYSICS && pPhysics->IsMoveable() )
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{
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// Make sure we haven't already got this sucker on the magnet
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int iCount = m_MagnettedEntities.Count();
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for ( int i = 0; i < iCount; i++ )
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{
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if ( m_MagnettedEntities[i].hEntity == pOther )
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return;
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}
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// We want to cast a long way to ensure our shadow shows up
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pOther->SetShadowCastDistance( 2048 );
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// Create a constraint between the magnet and this sucker
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IPhysicsObject *pMagnetPhysObject = VPhysicsGetObject();
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Assert( pMagnetPhysObject );
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magnetted_objects_t newEntityOnMagnet;
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newEntityOnMagnet.hEntity = pOther;
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// Use the right constraint
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if ( HasSpawnFlags( SF_MAGNET_ALLOWROTATION ) )
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{
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constraint_ballsocketparams_t ballsocket;
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ballsocket.Defaults();
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ballsocket.constraint.Defaults();
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ballsocket.constraint.forceLimit = lbs2kg(m_forceLimit);
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ballsocket.constraint.torqueLimit = lbs2kg(m_torqueLimit);
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Vector vecCollisionPoint;
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pEvent->pInternalData->GetContactPoint( vecCollisionPoint );
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pMagnetPhysObject->WorldToLocal( &ballsocket.constraintPosition[0], vecCollisionPoint );
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pPhysics->WorldToLocal( &ballsocket.constraintPosition[1], vecCollisionPoint );
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//newEntityOnMagnet.pConstraint = physenv->CreateBallsocketConstraint( pMagnetPhysObject, pPhysics, m_pConstraintGroup, ballsocket );
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newEntityOnMagnet.pConstraint = physenv->CreateBallsocketConstraint( pMagnetPhysObject, pPhysics, NULL, ballsocket );
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}
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else
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{
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constraint_fixedparams_t fixed;
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fixed.Defaults();
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fixed.InitWithCurrentObjectState( pMagnetPhysObject, pPhysics );
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fixed.constraint.Defaults();
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fixed.constraint.forceLimit = lbs2kg(m_forceLimit);
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fixed.constraint.torqueLimit = lbs2kg(m_torqueLimit);
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// FIXME: Use the magnet's constraint group.
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//newEntityOnMagnet.pConstraint = physenv->CreateFixedConstraint( pMagnetPhysObject, pPhysics, m_pConstraintGroup, fixed );
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newEntityOnMagnet.pConstraint = physenv->CreateFixedConstraint( pMagnetPhysObject, pPhysics, NULL, fixed );
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}
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newEntityOnMagnet.pConstraint->SetGameData( (void *) this );
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m_MagnettedEntities.AddToTail( newEntityOnMagnet );
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m_flTotalMass += pPhysics->GetMass();
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}
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DoMagnetSuck( pOther );
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m_OnMagnetAttach.FireOutput( this, this );
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BaseClass::VPhysicsCollision( index, pEvent );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPhysMagnet::DoMagnetSuck( CBaseEntity *pOther )
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{
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if ( !HasSpawnFlags( SF_MAGNET_SUCK ) )
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return;
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if ( !m_bActive )
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return;
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// Don't repeatedly suck
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if ( m_flNextSuckTime > gpGlobals->curtime )
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return;
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// Look for physics objects underneath the magnet and suck them onto it
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Vector vecCheckPos, vecSuckPoint;
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VectorTransform( Vector(0,0,-96), EntityToWorldTransform(), vecCheckPos );
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VectorTransform( Vector(0,0,-64), EntityToWorldTransform(), vecSuckPoint );
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CBaseEntity *pEntities[20];
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int iNumEntities = UTIL_EntitiesInSphere( pEntities, 20, vecCheckPos, 80.0, 0 );
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for ( int i = 0; i < iNumEntities; i++ )
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{
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CBaseEntity *pEntity = pEntities[i];
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if ( !pEntity || pEntity == pOther )
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continue;
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IPhysicsObject *pPhys = pEntity->VPhysicsGetObject();
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if ( pPhys && pEntity->GetMoveType() == MOVETYPE_VPHYSICS && pPhys->GetMass() < 5000 )
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{
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// Do we have line of sight to it?
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trace_t tr;
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UTIL_TraceLine( GetAbsOrigin(), pEntity->GetAbsOrigin(), MASK_SHOT, this, 0, &tr );
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if ( tr.fraction == 1.0 || tr.m_pEnt == pEntity )
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{
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// Pull it towards the magnet
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Vector vecVelocity = (vecSuckPoint - pEntity->GetAbsOrigin());
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VectorNormalize(vecVelocity);
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vecVelocity *= 5 * pPhys->GetMass();
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pPhys->AddVelocity( &vecVelocity, NULL );
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}
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}
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}
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m_flNextSuckTime = gpGlobals->curtime + 2.0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPhysMagnet::SetConstraintGroup( IPhysicsConstraintGroup *pGroup )
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{
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m_pConstraintGroup = pGroup;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Make the magnet active
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//-----------------------------------------------------------------------------
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void CPhysMagnet::InputTurnOn( inputdata_t &inputdata )
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{
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m_bActive = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Make the magnet inactive. Drop everything it's got hooked on.
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//-----------------------------------------------------------------------------
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void CPhysMagnet::InputTurnOff( inputdata_t &inputdata )
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{
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m_bActive = false;
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DetachAll();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Toggle the magnet's active state
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//-----------------------------------------------------------------------------
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void CPhysMagnet::InputToggle( inputdata_t &inputdata )
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{
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if ( m_bActive )
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{
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InputTurnOff( inputdata );
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}
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else
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{
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InputTurnOn( inputdata );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: One of our magnet constraints broke
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//-----------------------------------------------------------------------------
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void CPhysMagnet::ConstraintBroken( IPhysicsConstraint *pConstraint )
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{
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// Find the entity that was constrained and release it
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int iCount = m_MagnettedEntities.Count();
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for ( int i = 0; i < iCount; i++ )
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{
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if ( m_MagnettedEntities[i].hEntity.Get() != NULL && m_MagnettedEntities[i].pConstraint == pConstraint )
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{
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IPhysicsObject *pPhysObject = m_MagnettedEntities[i].hEntity->VPhysicsGetObject();
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if( pPhysObject != NULL )
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{
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m_flTotalMass -= pPhysObject->GetMass();
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}
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m_MagnettedEntities.Remove(i);
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break;
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}
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}
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m_OnMagnetDetach.FireOutput( this, this );
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physenv->DestroyConstraint( pConstraint );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPhysMagnet::DetachAll( void )
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{
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// Make sure we haven't already got this sucker on the magnet
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int iCount = m_MagnettedEntities.Count();
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for ( int i = 0; i < iCount; i++ )
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{
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// Delay a couple seconds to reset to the default shadow cast behavior
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if ( m_MagnettedEntities[i].hEntity )
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{
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m_MagnettedEntities[i].hEntity->SetShadowCastDistance( 0, 2.0f );
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}
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physenv->DestroyConstraint( m_MagnettedEntities[i].pConstraint );
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}
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m_MagnettedEntities.Purge();
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m_flTotalMass = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CPhysMagnet::GetNumAttachedObjects( void )
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{
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return m_MagnettedEntities.Count();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CPhysMagnet::GetTotalMassAttachedObjects( void )
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{
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return m_flTotalMass;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseEntity *CPhysMagnet::GetAttachedObject( int iIndex )
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{
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Assert( iIndex < GetNumAttachedObjects() );
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return m_MagnettedEntities[iIndex].hEntity;
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}
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class CInfoMassCenter : public CPointEntity
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{
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DECLARE_CLASS( CInfoMassCenter, CPointEntity );
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public:
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void Spawn( void )
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{
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if ( m_target != NULL_STRING )
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{
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masscenteroverride_t params;
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params.SnapToPoint( m_target, GetAbsOrigin() );
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PhysSetMassCenterOverride( params );
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UTIL_Remove( this );
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}
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}
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};
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LINK_ENTITY_TO_CLASS( info_mass_center, CInfoMassCenter );
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